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Multiplayer vs AI CPU Performance

Discussion in 'Chit Chat Room' started by Leonardo Ratafia, Mar 26, 2014.

  1. Hi, i was wondering, due to both of my current systems, if FPS performance hit would be less when online arrives or it would be like racing with AI.
    more simple:

    AI with 10 drivers is around 30 FPS less than hotlapping
    Would it be the same with 10 MP drivers ?

    thanks for sharing you thoughts
     

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  3. martcerv

    martcerv Alien

    Most likely it wont be worse performance wise the AI as the CPU needs less calculations but really hard to say until it comes how its implemented. If your currently cpu bottle-necked with lots of AI this most likely will be reduced with multi code but not necessarily and the only people that would know are the devs atm and hopefully us in a build or 2.
     
    Queequeg likes this.
  4. TCLF

    TCLF Alien

    edit: I didn't read at all, XD
     
  5. martcerv

    martcerv Alien

    I think the op is more talking about performance impact of multi cars vs ai cars, not exactly on the netcode itself or when and if multi gets added.
     
  6. TCLF

    TCLF Alien

    ups, indeed. Just came home and only read the title
     
  7. TCLF

    TCLF Alien

    answer to op: I guess (not sure) that mp is less heavy since it's only position updates and collisions, and ai calculates physics as well as collisions and the ai themself
     
    Rui Santos likes this.
  8. Rui Santos

    Rui Santos Hardcore Simmer

    For sure MP will have much less impact on CPU performance, GPU performance will remain the same i think...
     
  9. Festa_PWR

    Festa_PWR Alien

    I guess it would all depends on how the net code is written and how it deals with physics of others players on the 'server' pc.
     
  10. Ethan Dean

    Ethan Dean Hardcore Simmer

    If I remember correctly, the AI uses actual physics instead of physics fudged up and simplified in the name of performance. So I expect there would be a huge FPS increase in multiplayer, since your CPU only has to focus on your singular car instead of yours and everyone else's. At that point, any performance issues are most likely down to your GPU.
     
  11. Shaddix

    Shaddix Alien

    Than its mostly like Hotlapping (ok a bit less for sure).
     
    Rui Santos likes this.
  12. Rui Santos

    Rui Santos Hardcore Simmer

    For sure :D
     
    Shaddix likes this.
  13. Marcelo

    Marcelo Rookie

    Unfortunately, I think we will not have MP.

    I change all these cars presented in recent constructions for MP, but it is still unknown ...
     
  14. martcerv

    martcerv Alien

    The one thing that makes me wonder if there will be a performance boost is because in a replay the performance is the same as in a replay with ai. I would have thought a replay was just running a recorded path for the AI but if the performance is the same, they must use the recorded points but still use regular full physics model also to still drive the cars.

    Kind of makes sense as recording each cars movement throughout a replay would be a waste of time, better just to record inputs and positions then let the path drive the car with the actual physics.

    So when it comes to multi, the netcode will take away the actual AI part of code as this is now run by the server but each car will still need to run a full physics simulation on each users computer to show realistic car behaviour. This can be simplified more for multi possibly but more work and I think each build performance has got better already so may not be needed but would help slower systems.

    Collisions are still the biggest issue in AI and these can grind a system to a hault, as the AI code freaks out it seems. This may be better in multi not in terms of less collisions but it doesnt need the cpu to work out how the ai should deal with collisions. The positional data and inputs are still being sent by each player to the server not needing to be recalculated by the cpu dealing with the effects of the collisions.

    My current guess is multi will be the same as playing a replay of an ai race, unless further physics optimizations are made for multi cars and replays which is always a possibility.
     
  15. Aceking

    Aceking Racer

    In rFactor i sometimes run my dedicated server using up to 36 AI to run with a few friends and my frame rates were a little better than similar numbers of all human drivers.
     
    Last edited: Mar 27, 2014
  16. cerebus23

    cerebus23 Simracer

    it would depend on car skins, is the game going to substitute or dl individual skins? number of models, limited makes or ffa racing? drawn and a big chunk how the netcode handles stuff, too many unknown unknowns, guesses it should run slightly better all things even, less ai to figure out etc less overhead free to draw cars doing lighting etc. but hard to guestimate until we have mp to contrast to.
     
  17. Aceking

    Aceking Racer

    In rFactor if you didn't have another driver's car skin then the game would use the default skin. You could use either high-res or lower-res skins depending on your desires and system specs but in any case you needed to manually find and download/install those driver's skins in order to see them in your game. So, hopefully there will be an option to auto-download/install extra driver's skins for those you don't already have!
     

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